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jsdoc updates.
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src/system/Device.js

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* @class Phaser.Device
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* @constructor
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*/
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Phaser.Device = function (game) {
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/**

src/tilemap/Tile.js

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*/
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/**
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* Create a new `Tile` object.
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* A Tile is a representation of a single tile within the Tilemap.
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*
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* @class Phaser.Tile
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* @classdesc A Tile is a representation of a single tile within the Tilemap.
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* @constructor
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* @param {object} layer - The layer in the Tilemap data that this tile belongs to.
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* @param {number} index - The index of this tile type in the core map data.

src/time/Time.js

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*/
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/**
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* Time constructor.
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* This is the core internal game clock.
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* It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens.
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*
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* @class Phaser.Time
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* @classdesc This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens.
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* @constructor
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* @param {Phaser.Game} game A reference to the currently running game.
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*/

src/time/Timer.js

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* So if you want to fire an event every quarter of a second you'd need to set the delay to 250.
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*
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* @class Phaser.Timer
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* @classdesc A Timer is a way to create small re-usable or disposable objects that do nothing but wait for a specific moment in time, and then dispatch an event.
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* @constructor
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* @param {Phaser.Game} game A reference to the currently running game.
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* @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).

src/time/TimerEvent.js

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*/
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/**
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* A TimerEvent is a single event that is processed by a Phaser.Timer. It consists of a delay, which is a value in milliseconds after which the event will fire.
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* A TimerEvent is a single event that is processed by a Phaser.Timer.
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* It consists of a delay, which is a value in milliseconds after which the event will fire.
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* It can call a specific callback, passing in optional parameters.
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*
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* @class Phaser.TimerEvent
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* @classdesc A TimerEvent is a single event that is processed by a Phaser.Timer. It consists of a delay, which is a value in milliseconds after which the event will fire.
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* @constructor
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* @param {Phaser.Timer} timer - The Timer object that this TimerEvent belongs to.
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* @param {number} delay - The delay in ms at which this TimerEvent fires.

src/tween/TweenManager.js

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*/
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/**
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* Phaser - TweenManager
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*
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* @class Phaser.TweenManager
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* @classdesc
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* Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.
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* Tweens are hooked into the game clock and pause system, adjusting based on the game state.
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*
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* TweenManager is based heavily on tween.js by http://soledadpenades.com.
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* The difference being that tweens belong to a games instance of TweenManager, rather than to a global TWEEN object.
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* It also has callbacks swapped for Signals and a few issues patched with regard to properties and completion errors.
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* Please see https://github.com/sole/tween.js for a full list of contributors.
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*
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* @class Phaser.TweenManager
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* @constructor
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*
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.TweenManager = function (game) {

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